> [{quoted}](name=Riot Beardilocks,realm=NA,application-id=A7LBtoKc,discussion-id=6r5PBr2Y,comment-id=00050003,timestamp=2019-02-06T04:31:27.243+0000)
>
> I got quite a lot of feedback on the Kennen VFX update, and one thing kept cropping up consistently. A lot of players weren't satisfied with his new E. People thought it looked a bit static, and felt like it was fulfilling a different fantasy.
>
> I want to cover what the aim of changing it was: to add gameplay clarity. I wanted to make sure the range was clearly indicated, and I want to avoid losing Kennen's silhouette entirely. Additionally, it was too bright before, and I wanted to move it away from just pure white.
>
> With this context in mind, please let me know what you think of this update to Kennen's E. I've given him a really quick run animation in a ninja pose so that he doesn't look static, and I've shifted the shape of the VFX back to being closer to the original. Is this better than the first version?
>
> Additionally, would you want this applied to super kennen? Or would you like super kennen to keep the VFX it had in the first preview video, so that you can see his pose better?
>
> https://youtu.be/s_3Skqi5uuM

Hey
> [{quoted}](name=Riot Beardilocks,realm=NA,application-id=A7LBtoKc,discussion-id=6r5PBr2Y,comment-id=00050003,timestamp=2019-02-06T04:31:27.243+0000)
>
> I got quite a lot of feedback on the Kennen VFX update, and one thing kept cropping up consistently. A lot of players weren&#x27;t satisfied with his new E. People thought it looked a bit static, and felt like it was fulfilling a different fantasy.
>
> I want to cover what the aim of changing it was: to add gameplay clarity. I wanted to make sure the range was clearly indicated, and I want to avoid losing Kennen&#x27;s silhouette entirely. Additionally, it was too bright before, and I wanted to move it away from just pure white.
>
> With this context in mind, please let me know what you think of this update to Kennen&#x27;s E. I&#x27;ve given him a really quick run animation in a ninja pose so that he doesn&#x27;t look static, and I&#x27;ve shifted the shape of the VFX back to being closer to the original. Is this better than the first version?
>
> Additionally, would you want this applied to super kennen? Or would you like super kennen to keep the VFX it had in the first preview video, so that you can see his pose better?
>
> https://youtu.be/s_3Skqi5uuM

I got quite a lot of feedback on the Kennen VFX update, and one thing kept cropping up consistently. A lot of players weren't satisfied with his new E. People thought it looked a bit static, and felt like it was fulfilling a different fantasy.
I want to cover what the aim of changing it was: to add gameplay clarity. I wanted to make sure the range was clearly indicated, and I want to avoid losing Kennen's silhouette entirely. Additionally, it was too bright before, and I wanted to move it away from just pure white.
With this context in mind, please let me know what you think of this update to Kennen's E. I've given him a really quick run animation in a ninja pose so that he doesn't look static, and I've shifted the shape of the VFX back to being closer to the original. Is this better than the first version?
Additionally, would you want this applied to super kennen? Or would you like super kennen to keep the VFX it had in the first preview video, so that you can see his pose better?
https://youtu.be/s_3Skqi5uuM

:
Is this going to be done with more champions in the future? I think it would be hilarious for nidalee's Q to actually match the size of it's hit box. It might actually make her spears not so easy to dodge lmao

Yes, as I stated in the post we've done this on quite a few older champs and have more planned in the future. Nidalee is not one with a high priority though, her spear is actually pretty close to the hitbox.
https://imgur.com/TXDHAO0

:
Wooooaaah these looks great! But i have a question about Olaf's basic attacks - will their timing be fixed so that they no longer feel so sluggish and awful? At the moment the actual hit happens AFTER his swing animation has passed his target, which makes them feel very sluggish and unresponsive - more notable at low attack speeds.

:
Looks great aside from the following:
Kennens W (and a bit of R) lighting now looks like lasers, considering they're closer to straight lines now instead of zig-zagging bolts.
Olaf having lightning axes may read wrong. To me they look like they do AoE damage. As a new player I'd stay away from ones on the ground thinking they did DoT dmg in an aoe around em like little lightning rods. The effect and enhanced circle looks more like a danger zone to stay away from, rather than a pickup zone for olaf himself.

:
> [{quoted}](name=Côco Atrevido,realm=EUW,application-id=A7LBtoKc,discussion-id=6r5PBr2Y,comment-id=0005,timestamp=2019-01-31T01:51:00.561+0000)
>
> Kennen E doesnt make him look like he is in a rush, he&#x27;s just stiff. Please make him look like he is in a rush and not floating
it's also wayy too big

> [{quoted}](name=Tesla Effect,realm=NA,application-id=A7LBtoKc,discussion-id=6r5PBr2Y,comment-id=0071,timestamp=2019-01-31T16:52:22.645+0000)
>
> Will each Wukong skin have a unique staff animation when they ulti? Cause not all of them are red like the classic staff is.
Yes, each skin has the effects edited to match the colours of his staff.

:
Loving all these. Only criticism is Blood Moon Kennen's E looks very different from the live version and loses a big part of the skins appeal in doing so imo. Would be sad to see it become this crimson blur with a shadow of Kennen inside over the current rush of colors that mostly obscures Kennen on live.

> [{quoted}](name=Arakadia,realm=NA,application-id=A7LBtoKc,discussion-id=6r5PBr2Y,comment-id=000a,timestamp=2019-01-31T01:55:21.130+0000)
>
> Loving all these. Only criticism is Blood Moon Kennen&#x27;s E looks very different from the live version and loses a big part of the skins appeal in doing so imo. Would be sad to see it become this crimson blur with a shadow of Kennen inside over the current rush of colors that mostly obscures Kennen on live.
One of the big aims of this project is to improve gameplay clarity, and one of the biggest gameplay reads is a character's silhouette. In the live version of kennen, his silhouette disappears completely, which makes it harder for people to recognise who it is coming at them, and even to just target kennen in a teamfight.
I know it feels bad to lose an effect you think is cool, and I was hoping that I would have added enough to it to make this a cool effect people like. I'm going to take a look and see if I can make Kennen's E a bit more impressive so people don't feel bad about their favourite skin changing.

> [{quoted}](name=Côco Atrevido,realm=EUW,application-id=A7LBtoKc,discussion-id=6r5PBr2Y,comment-id=0005,timestamp=2019-01-31T01:51:00.561+0000)
>
> Kennen E doesnt make him look like he is in a rush, he&#x27;s just stiff. Please make him look like he is in a rush and not floating
Hi,
I have heard this feedback in a few places, and will attempt to see what I can do about it, thanks for your feedback.

Hey, I've now fixed most of these. The only one I couldn't fix was the Q2 looking different, because they all use the same effect.
These changes should go out next patch.
Thanks for your investigation.

:
Hello, I'm currently a Renekton OTP and overall I'd say the changes are good here.
Some desired feedback:
Outback Renekton: Should have the same ult visual color as Galactic. The blue skin would look much better with a blue appropriate ult.
Renektoy: I understand the complaint for a 750 skin not receiving much love, as for the price point it should not. But take in mind that this skin has many chroma's and is widely used often in my own experience. That being said I think a recolor of the ult should be fine...Green? Hopefully that won't cost you much effort or time.
Bloodfury Renekton: I don't think the outline of ult should be different than the red he receives inside his ult transformation. My only worry here is that it will look visually close to Rune Wars, in which case Rune Wars should stand out more as it's his most insane looking ult on live.
Besides that Riot Beardilocks you have done a great job overall and should feel quite proud of yourself. Please make sure he keeps all of his animation cancels and W last hitting minions mechanics in tact. Losing those would be a actual gameplay nerf.
I hope this feedback helps (:

Already shipped:
Jarvan, Lee Sin, Veigar, Vi
In this batch:
Anivia, Dr. Mundo, Gragas, Renekton and Teemo
Though there are others we've identified as needing some love these are the only ones we're talking about for now.

:
I must congratulate you! It really is impressive work!
I was afraid of how these would end, but you didnt let me down! I love every single change, its perfect!
Just one small detail I noticed. Could it be possible to change the Blood fury Renekton ult decal to red to match the ult particles?
Again I cannot express how great work this is! Thank you!

:
These are beautiful, especially the empowered abilities. This is the first one I don't think I really have any issues with, save that I'm surprised his "empowered ability ready" visual effect is just a bit of a glow on his hands. I feel there may have been something potentially more interesting to do there.

So Renektoy is a weird case. As a 750 skin, he shouldn't really have any unique or recolored VFX. When he was revealed on PBE he had some nuts and bolts in his ult, and he used the spinning water VFX from Pool Party, as the team that worked on him felt that the base VFX were too old and noisy. They subsequently removed the nuts and bolts before releasing him, as they didn't make that much sense (he's a plastic toy, not a metal robot), so he launched with just blue water VFX.
Now that I've updated the base VFX to be less noisy, it makes sense to me to revert him to using the sandy base VFX. However, if Renekton players feel very strongly that he should use the watery VFX that he launched with, I'm open to doing that instead. Alternatively, if anyone has any really awesome ideas for his ult (preferably similar to what the other ults look like, as I don't really have all _that _much time to work on), I'd consider making an exception for this 750 to add something unique, since he's a unique case.
If you have a great idea, please leave your very best MS paint sketch below :)

:
Two notes:
1) The hard red line on the Q explosion radius indicator being present immediately interferes with the color language of his barrel "cooking" - where before when you saw a flash of red you knew that your barrel would do maximum damage, now there's immediately red and you need to focus specifically on the center to get the information you need. I don't know if it's possible to shade the explosion indicator to follow the same color progression as the barrel's timer, but that would be the best possible case. You might also be able to use the thickness of the indicator as a similar cook timer (e.g. 1px/2px/3px for instant/halfway/full damage).
2) If Oktoberfest Gragas is getting specific updates, would it be possible to reinstate the trail of lost pretzels on his Body Slam? It was a fun and whimsical part of the skin that was removed in his original VFX update. https://www.youtube.com/watch?v=JQtu7xkHtjU#t=47
Thank you for taking the time to do these! :)

Hi,
1) I'm sorry if the video was misleading, that Q ring indicator was the enemy indicator. For friendly players, the indicator is blue. Here's what it will look like if you are playing as Gragas.
https://imgur.com/3F7xRnj
2) I will look into restoring the pretzels on Oktoberfest Gragas
Thanks

:
The Q and Ultimate need more wood sounds like the boards breaking and make the ultimate have altered colors maybe a little bit orange in the middle to symbolize a stronger ability.
The W sounds and looks pretty good and make him glow not as bright but otherwise I feel it is a good change
The E needs to sounds more impactful it is a very large fat man slamming into someone, the updated sounds sound like he is giving them a pat on the shoulder.
The blue seems weird to me cause all of his other effects are purple. maybe changing the color would make it fit more.
It is a good step in the right direction keep up the good work

Hi,
Thanks for your feedback, Gragas' VFX artist here.
I will pass on your audio feedback to the sound guys.
For the W I will probably tone down the brightness.
With regards to the E colours, originally I had made the shockwave and impact FX orange, as this felt like the natural colour for a physical ability that roughly matches Gragas' skin and hair colours. However, looking at the tooltip this ability does magic damage! We use orange generally for physical hits in the game (just like his Auto attacks) and this ability looks like a physical attack, so I changed it to blue which is the usual colour for magic damage abilties. I might try some purple in there, but his W already uses purple for all of its FX, and I wanted to make sure that players could clearly distinguish which ability they'd been hit by.

:
Nice and straightforward improvements. I do think the light tan W color on Ocktoberfest Gragas makes the damage reduction a little less visible though (or maybe the pink is *too* visible), and I'm slightly concerned that the explosions on the Q and the ultimate are close enough that they might be mistaken in a frantic teamfight. I'd love to see those differentiated a *bit* more in explosion pattern to help track the effects better.

Hey,
Thanks for your feedback. Differentiating the ult and Q is the thing I've been struggling the hardest with on these VFX updates, since they're both just liquid exploding out of a barrel :/ I think it's safe to say if we made gragas nowadays, we would not have two of his abilties basically being the same thing but having different effects. I added a bright glow around the barrel on the ult so that people could hopefully see when he was ulting a bit easier, but i'll see if i can amp the brightness a little more.
Thanks for pointing out the W on Oktoberfest, I will make sure that it is more clearly visible, and might tone down the brightness on his base VFX as well.

:
As a Renekton main I am very interested and looking forward to his particle effects!
So I got a question:
Are you updating his ult particles across all skins? Can we expect something for Galactic Renekton?
Any plans on giving back the nuts and bolts details on Renektoy's ult?
https://i.gyazo.com/thumb/1200/_37ef18c3cb62ae55c4350aedf45aab87-png.jpg

Hey, Renekton's VFX artist here.
Renekton's VFX will be updated across all of his skins, as all of them had very old, unclear VFX.
Galactic Renekton will use base's VFX, but with a recolored Ult.
SKT Renekton also has recoloured base VFX, with a unique Ult decal featuring SKT's logo.
Pool Party Renekton's ult will be changed the least, it's just slightly adjusted to shift the focus to the edge of the AoE so you can clearly tell when an enemy is in range.
Renektoy is a weird case: As a 750 RP skin, it shouldn't have any unique VFX, but when he was made he was given Pool Party Renekton's ult, but with nuts and bolts (?). I inquired with the team who originally worked on him, and they said he was given Pool Party's ult because Base ult was so noisy, but the nuts and bolts were removed after it went to PBE, because the team felt they didn't really make sense as he's a toy and not a robot.
Because I've now fixed the noisiness of base, I'm reverting him to using base VFX.
Once I post my preview, please let me know how it feels. If it's feels bad, I will take a look and see what we can do for Renektoy's Ult. We're trying to respect skin pricing tiers, but since this is already a weird case, I might be able to do something unique for this skin.

Hiya,
I'm the Visual Effects Artist responsible for Lunar Revel Nasus and Valentines Rakan, so i'm super excited that two skins I have been working on really hard are being shown at once!
I'm really glad you like Nasus, I've worked really hard to make his VFX feel powerful and godly, particularly when he uses his Ult to ascend to his ultimate Godly form.
This year is the year of the Dog, and as such we chose League's two doggo champions for the Lunar Revel celebrations. We were loosely referencing Door Guardians, or "gate gods" who are figures from Chinese folklore who guard your doors from Evil spirits and bad influences, and are related to Lunar New Year. This is why in their recalls Nasus and Warwick summon doors carved with their images, and lock and protect them. We imagined that the door was the entry into a celestial realm, and they guard it from the Lunar Wraiths (caitlyn and morgana from previous years).
We envisaged Lux as the godly empress of this realm, and also as the person who raised Nasus and Warwick from pups into the titans they are today. In her recall you can see she summons tiny puppy versions of Warwick and Nasus, and trains them to sit. You can also get these puppers individually as the Lunar Revel wards. Warwick and Nasus have very different personalities - Nasus is a stoic titan, Warwick a vicious beast. We were exploring what it meant to be a Good Dog and a Bad Dog - they might have very different attitudes when it comes to guarding the realm, but they both have unwavering loyalty to Lux.
If anyone would like further context on why we chose Lux, please refer to KateyKhaos' post here:
https://boards.na.leagueoflegends.com/en/c/story-art/pcX0wKmd-skin-schedule-is-honestly-so-fucked?comment=0019
I'm sorry if some Aurelion Sol players who got excited are a little disappointed, but this was year of the Dog, not of the Dragon. To them I'd just like to say that we try to get to champs who have been a long time without skins when it makes sense - I personally have worked on Yorick, Viktor and Illaoi in just the past few months. Please be patient, and we will get to your favourite dragon when we have a chance and with a theme that really makes him awesome :)

We did discuss in depth whether Rakan should be shirtless. As a Rakan main, I do connect that with his visuals, but we were going for more of a Prince/Princess going to the ball feeling with these skins, and having him shirtless wouldn't make sense at a ball. I still think he's hot, just in more of a "Prince Charming" kind of way :)

:
> [{quoted}](name=Beardilocks,realm=NA,application-id=6kFXY1kR,discussion-id=EvBrtefx,comment-id=0002,timestamp=2017-09-11T17:57:00.407+0000)
>
> Hooray :D This is the first skin that I worked on, made the VFX for the E, Recall and Death.
THANK YOU BARDILOCKS I AND OTHER YORICK MAINS WE LOVE YOU!!! THANK YOU FOR YOUR WORK , YOU ARE THE BEST!!!!{{sticker:slayer-jinx-catface}}